Each side must select one of their Warlords to be their force's Warmaster.

IMPORTANT: Special characters duplicates are not allowed.

The use of units with experimental rules (which are not yet published in official documents) can be requested at the organization which will determine whether they are allowed.

THE BATTLEFIELD Set up the terrain for the battle in any mutually agreeable manner and then roll-off. The winning side divides the playing area into two roughly equal halves, by drawing a line from the shortest table edge to the opposite table edge. The border between the two halves does not have to be a straight line. The opposing side decides which half of the table each side will deploy in. Finally, Strategic Objectives are placed.

DEPLOYMENT Both sides secretly bid (and write down) the number of units they will deploy on the battlefield. Neither side's bid may be less than a quarter, or more than half of the number of units in their army. For example, an army with 24 units would have to make a bid of between 6 and 12 units. Independent Characters, embarked units, and Dedicated Transports count as separate units when working out how many units there are.

The side that bids lowest deploys first (in the case of a tie, roll-off to see who deploys first). Units may deploy anywhere in their deployment zone that is more than 12" away from the border between the two table halves. The number of units deployed must equal their bid. Any units not deployed are placed in Strategic Reserve.

Once the first side has deployed, the opposing side does likewise, deploying a number of units equal to their bid. After both sides have deployed, Infiltrators may deploy and Scouts may redeploy using their special rules.

FIRST TURN The side that deployed first has the first turn, unless the opposing side can Seize the Initiative.

GAME LENGTH The battle continues until the time limit is reached.

VICTORY CONDITIONS The side that has the most Strategic Victory Points at the end of the game wins the battle. If both sides have an equal number of Strategic Victory Points then the battle is a draw.

GROUND CONTROL Controlling a objective during the scheduled break rewards 1 strategic victory point. Controlling a objective at the end of the game rewards 2 strategic victory points.

GRAND CRUISER EJECTION SEATSRoll a D6 at the start of each new game turn. If the result is less than the current turn number, place one Ejection Seat in the center of the table, Each Ejection Seat scatters 5D6" and has the following profile : S8 AP2 Large Blast. Each Ejection Seat houses a Relic, follow the main rulebook for how to control and move with the Relic. (worth 3 strategic victory points)

BONUS POINTS: Each is worth 1 strategic victory point.1. First Blood: Per the book.

2. Linebreaker: Per the book.

3. Slay the Warlord: Per the book.

4. Big Game Hunter: At the end of the game, of all destroyed units, the player that destroyed the unit worth the most points wins this point.Note: Independent Characters counts as their own unit, regardless of whether they are in another unit or not.

5. First Strike: Each player earns this point if they destroy an enemy unit in the first game turn.Note: Both players can earn this point.

6. King of the Hill: The player with the most scoring or denial units at least partially within 6″ of the center point of the table wins this point.Note: Independent Characters only count as a point for this objective if they are not in a unit. Note: Units in a transport do not count towards this objective unless they are disembarked from their transport.

ELDAR ARTIFACTSAny infantry unit that is within 3" of an Eldar Artifact, must identify the nature of it by activating it at the start of each turn. To do so, the identifying unit’s controlling player must roll a D6 and consult the following table. (every Eldar Artifact counts as a objective)

1 - Power field. A unit that controls this Eldar Artifact receive a 3+ invulnerable save, and gains the Feel no pain special rule.

2 - Psychic Infusion. A unit that controls this Eldar Artifact gain the Adamantium Will and Fearless special rules. In addition a Eldritch Storm may be fired. 'Eldritch Storm is a witchfire power with the following profile; 24” S3 AP3 Assault1, Apocalyptic Blast, Fleshbane, Haywire, Pinning.

3 - Uldanorethi’s Blessing. A unit that controls this Eldar Artifact gain the Preferred Enemy and Twin-linked special rule

4 - The Bane of Vaul. A unit that controls this Eldar Artifact gain the Tank Hunter and Armor Bane special rules.

5 - Kurnous’s focus. A unit that controls this Eldar Artifact gain the Monster Hunter and Rending special rules.

6 - The Wrath of Khaine. Place a Apocalyptic Mega-blast on the Eldar Artifact. Roll once on the Catastrophic Damage table to see what Strength and AP values apply to all hits caused by the explosion.

Invisibility psychic powerAltered: units shooting at the Invisible unit do so at BS1, and hit it in melee on a 5+.

High Command Apocalypse Formations represent the supreme leaders of the armies fighting on the battlefields of the 41st Millennium, therefore duplicates of High Commands formations are not allowed.

Last edited by Timothy on Fri Oct 30, 2015 10:25 pm; edited 20 times in total